I hate pistol starting because having to go back to the puny pistol and then go through the whole pistol -> shotgun -> chaingun -> SSG progression gets really repetitive and boring.Quake user maps are even worse with this, almost always the exact same progression and very frequently the same "traps" (pick up nailgun and shambler spawns in, pick up explosive weapon and zombies spawn in).

Story-wise, pistol starts only make sense in E1M1, when the manual tells that the marine assault team took all the best weapons and left Doomguy with only a pistol. Then again it's the very first map so... Also E2M1 should be a fist start map.

>>6143125most maps these days pretty much start you with a shotgun though, don't theyeither way, it beats walking into a map with weapons far more powerful than what the first half is balanced around, leading to you either using them whenever in a bit of trouble (trivializing the early parts of the map) or withholding from using them until you see the weapons again (making later parts significantly easier with an unexpected surplus of ammo)

>>6143153They're made for continuous play but toss some guns here and there for the pistol start autists. If they're intended for pistol start then they should enforce it instead of making you manually type a cheat code on every level start.

>>6143173the only way you're getting that is either by dumping all previous weapons on the player right at the start of the map, or making map balance throughout the episode so razor-thin that you either finish a map with barely any resources left or don't finish it at all

>>6143178the vast majority of mappers test with pistol starts, so it would follow that they're balanced for pistol startscontinuous play is the afterthought here

I used to savescum years ago, then realized it removed any challenge whatsoever and forced myself to not save. Now I have the opposite problem - saving the game doesn't cross my mind at all. This bites me in the ass on long, hard maps where I die after 15-20 minutes of play and just lose all interest in continuing.How do I unlearn this ironmanning habit?

>>6143080Honestly I'm just appreciating it for the endeavor and the humor of it.If he actually showed some progress on H-Doom more than once every few years though, I might actually tip him a dollar a month.

>>6143045I'm honestly worried of all the over-hype, and it probably won't live up to most people's expectations. But that recent Noclip podcast does give me some hope.Speaking of which, some modders could take notes from that video.>The power fantasy that you earned is far more satisfying than the power-fantasy that had been given to you.

>>6143308It would take a wall of text for me to share all of my thoughts about this, but I'll just say that all of the existing game mechanics could be reworked and expanded. There is also enough room for a bunch of new mechanics that could've been added.

>>6143338i gave the latest version of brutal doom a try cus i was bored and im glad i did, it actually might be my favourite now. it has improved so much and gotten rid of the stupid shit like executions

>>6143045i think doom 4 was okay, even if a bit flawed and i expect eternal to be better in every way, but still with some flawsboth games have some good ideas but at the same time, neither feel like a total upgrade to classic doomi put them in the same room as doom 3 in the sense they're modern iterations of a series, whose first games are otherwise a natural extension to wolfenstein 3d in a time of heavy/trash metal and satanism controversy

>>6143375There’s a fork of PrBoom+ a guy made about a year or two ago. It allows you to record yourself talking while making a demo. I don’t know if you’re able to record a demo without audio, and then go back and dub over it so you can commentate on your gameplay after the fact, though. I don’t believe it breaks compatibility with normal PrB+, or any other demo-friendly port, it simply doesn’t play the voiceover if it isn’t supported.

>>6143308In addition to >>6143308 I'll say that I'd be willing to learn 3D modelling and do my best to take care of the visuals in case if someone would be insane enough to make this kind of a mod. I'm pretty experienced with Photoshop and I could work on textures and other 2D stuff.

Pic related is something that I've made a year ago for a certain podcast.

>>6143407Ion Fury is my top #1 because that shit is fiiiiiiiire, mad long too, extremely fun to see what masters of the Build engine can do with itlots of content, i like the characters in it, really love the setting toosecond is Dusk, mostly just for how cool the movement is and the very simple weapon selectionAmid Evil is really cool but it didn't do anything i like a lot, though i can't say it wasn't fun, and i like the setting a lotthe first shadow warrior reboot is fine, but the second one sucks balls due to borderlands syndromedidn't play hedon yet :(now that i've answered your question, you have to tell me what mod that is from, please

>>6143389Coming from my non-programmer perspective, it certainly does seem insane. Doom modding already comes off as a bit daunting to me, and I’ve heard that Quake is even more so. HD itself isn’t a big mod by any means, but that’s because most of what’s in the .pk7 is code that radically alters just about every aspect of the game. I couldn’t fathom implementing all of its features and maybe even more by way of QuakeC, which I’m guessing is much more involved than anything Doom has, and might be less documented considering the game’s lesser popularity.

>>6143407Amid Evil > Wrath (tentatively) > Ion Fury > Dusk >>> Strafe and any other procgen dogshitAmid Evil has really gorgeous visuals, solid level design, a very satisfying & balanced arsenal of weapons, and a fun tome of power ripoff. Dusk is good but the animations and sound design are kinda crappy, and the gameplay isn't quite as good as the others.Shadow Warrior reboots arent even in the same category. They have AAA graphics and arena level design like Doom 4. The first one is pretty cool, never played the second cause I heard they turned it into looter shooter shit.

>>6143505I'm not sure either, but I replaced my install of 2.5.1.4 with it simply because I thought it was a neat thing to have.My guess for its application would be that someone wants to easily spread around their demo to other demomakers with the added bonus of talking about what their thought process while playing is. It's a small file size, and you don't have to go through the process of making an account on Youtube or another video site. Also, it isn't a video anyway, just a playback of key presses, so it could be uploaded to one of those Doom demo sites for competition.

>>6143407dusk is probably at the top for me>no hitscanners>wannabe old looking graphics>a lot of influence from bloodion fury has nice weapons and sound effectsamid evil has a cool artstyleim excited for nightmare reaper to get finished. the level design and enemies having a dreamlike or nightmarelike look to them is cool. also the game has like 80+ weapons.

>>6143407Dusk is actually trying to have some atmosphere, its fun to play even although I dont like the excessively low poly models. Level design is solid. Hyped as fuck for Gloomwood.Ion Fury is just pretty and empty, fuck that game.Amid Evil is meh, personally I dont like the visuals.Hedon is trash. Ashes 2063 was better.

>>6143556I've never played through Hexen much, even less so (see: never) with any mods, but simpler mods like HexArcana and Hexercise seem good. They appear to make the three arsenals feel a bit more satisfying to use, and give them neat altfires, along with little gimmicks that try and make each class more unique. But as I've said, I have no in-depth experience playing through the stock levels with them, so I wouldn't know how they hold up.

On an unrelated note, did anyone here know that Doom Connector came back, and has a bunch of new features? Apparently it has some silly whiteboard now where you can draw shit and send it to people. Gonna check that out.

>>6143572Shamblers take half damage from explosives.Your shotgun is more of a pistol tier weapon than anything else.Your supershotgun is only really viable at close range.You get plenty of explosive ammo.Quad Damage is fairly frequent, make sure to kill as much as possible while it lasts.

>>6143589>>6143584The shotguns have their place, the single barrel has long reach, tight spread, and fast firing, while the double barrel actually pounds reasonably hard up close.You can use the super shotgun for 'bullfighting' fiends, as well as for repeatedly baiting a shambler in melee, every time they miss you, you put two shells in them. Obviously the super shotgun benefits greatly from quad.

How do you guys play your doom? I've been playing gzdoom with mouselook on and autoaim fully disabled. The ability to shoot enemies over the tops of barrels or pick off imps on ledges while ignoring pinkies down below is really great. The amount of verticality in the game shines when you have total control over where your ordinance goes.

>>6143347Arena is a huge problem lol. To add to that the areas you fight are absolutely tiny. They might seem large at a first glance and sure some of them are, but most are these tiny tiny cramped areas with multiple floors to give the illusion of size. The constant vaulting up and down breaks the flow of combat in a bad way. They realized this and made the vaulting animation cartoonishly fast. Having lots of levels to go up and down poses a new problem, enemies have to go up and down too. It becomes impossible to form a good mental map of where enemies are hanging around because they're forced to jump all over the place in order to keep up with you. So now as the player you cannot ever stop moving because something will hit you that you didn't see and had no feasible way of knowing.

This leads into the next problem, the sound design blows. Only a few enemies actually make noise, with some enemies being ear rapingly loud. Loads of encounters have a noisemaker zombie that just sits around being loud to give the illusion of chaotic combat. Some enemies have qualities that make them a higher priority in combat, because of the arena design where things continuously spawn in as you kill previous enemies this can be a huge issue if you don't see them. The summoner enemy is a great example of this, you might be running around in circles killing endless enemies without ever knowing some asshole is summoning new ones. In a different game it would make a sound when it spawned in... you know, like the original Doom games. It would also make an instantly identifiable noise when it summons new things so you know you have to look for it.

>>6143045doom 4 was ok, not bad, feel it's a bit overhyped because most normans aren't used to anything that isn't just WW2/modern militaryI'm very doubtful of eternal, it could be good, but the fact all we seem to see are these gimmicky gameplay mechanics and focus on bosses make me feel like it's diverging too far from what actually made the first 2 games fun, I don't believe it'll be any worse than average, just disconnected from the doom I know and love

>>6143347the arenas are probably why some enemies feel like slight variations of imps/caco/arachnosin a classic doom format of levels, the combat feels more "liberating" so enemies can represent more specific rules because not everything is tied to "run and run with projectiles everywhere", which means i expect the archvile in eternal to be a downgrade from his doom 2 incarnationother problems of 2016 is the rpg menu thing that every aaa game has nowadays and armor being a second health bar, missing the point of armor in the first placeit'd probably make a point on whether or not some aspects of the game are enforced by the "power fantasy" or something

First WIP of the Hideous video, in it's current state it's 5 minutes long (and it lacks the end bit), certainly not enough to give a comprehensive view of the mod, but I think I hit most of the mayor points I wanted to cover. I would certainly like to hear what other, more seasoned HD players think, and if I'm doing the mod justice. I should probably ask around in the discord later.

I mentioned this before but Gaming Pastime did a pretty good video about it, pretty informative if a bit dry, so I decided to slant my own video a bit more towards the entertainment angle, plus I wanted to test out a couple of new editing gimmicks I just learned.As another anon pointed out last thread, an in-depth HD video would take anywhere from 10 minutes to 60, and there's a myriad of stuff I didn't mention, like frag, the thing would be how to go about it.

Current issues:-The footage looks a bit weird, maybe forced resample or the fact that I rendered it at 135 mbps at true cinematic 24 FPS instead of 60-spelled "consider" twice in one part-the very first clip lags a bit, this is because the game was acting up while recording at the same time, I should probably record it again

>>6143407Enjoyed all of them, young lo wang is kino. Amid evil is probably the weakest title just because of how little content it has compared to the others but it is a fun game. Unfortunately hedon will never be as popular as the rest because of all the futa porn that the creator tried to scrub from the internet.

>>6143653>So now as the player you cannot ever stop moving because something will hit you that you didn't see and had no feasible way of knowing.Exactly this. Moving around is an important strat to avoid being cornered in the original, but you have to maintain an awareness of your surroundings to do it effectively or you'll end up in an even worse position than when you started. In 4, you can always keep doing loops in the arenas, so awareness isn't necessary and wouldn't help anyway since the enemies can jump around and will spawn in incrementally all over anyway. The weapons are pretty fun and offer sensible tradeoffs for the most part, but they really shat the bed when it comes to "encounter design", for a lack of a better phrase.

>>6143716First thing I would say is move the text to the top in a smaller font. Hard to watch the gameplay when it's always obscured by very large text. Also, I assume you meant "never trust corpses", not "thrust". And yes, you should watch Ping Pong. It's Yuasa's best work.

I'd pick less in your face music though, the buttrock in the middle and the electronica at the end are a bit distracting

Use smaller text and maybe put the text somewhere other than the centre of frame? I feel like the floaty, jumpy sights are a big part of what makes HD so disorientating coming from regular doom, that and the ridicolous power of the enemies are hard to get a grasp of with the text overlay

Also I feel you could do more with the SWAT/Rainbow six angle, there's plenty of video of the AMERICAN NINJAS on youtube you could meme with, very authentically 90's, very stupid and fragile looking https://www.youtube.com/watch?v=SqmnwuW8uXY

Noted, change the text, maybe add a semitransparent strip under it like in the quake video. Also a note on how you can disable most of the wobbliness of the sights.

I'd prefer to keep the music though, the first track is from Restrepo and I feel like it fits the military theme well, the second track is just plain cool, maybe I could lower the audio levels a little.

>>6143347Arens themselves are fine. d44m's problem is that there are basically only arenas, and they're generally pretty small as well. Thankfully, from what's been shown and said, Eternal looks like it'll change things up a little.

>>6143653The verticallity was actually handled really well. They deliberately designed arenas around your jump height so jumps could be made without grappling, but grappling was there to soften the blow if you didn't get the jump right. Everything else is true though. The arenas were way too small, and it was a mistake to use them for every encounter. And every encounter in them being the same "doors are locked until you kill enough lol" got really old. A little bit of variety in the pretense of why you had to be stuck in an arena would have gone a long way. And the sound design outside of the music and some choice effects is really bad. Thankfully most of the faults seem to be from the fact that d44m had a horrific development cycle and now that they know what works and what doesn't and what people want, they seem to be really keen on correcting a lot of d44m's blatant shortcomings. Some technical lead at iD publicly said eternal is the best game they've ever made, and Hugo said in a recent interview that eternal shits on d44m so much that he literally can't play it anymore. And some leaker said the other day it was delayed, in large part, just so it could be polished for several months because Zenimax is concerned about the change in perception of the Bethesda brand and wants the launch to go as well as possible. So it'll be interesting to see how it turns out. Remember to never pre-order a video game, though.

>>6143887hopefully all this speculation is for naught and the game turns out to be great, but that could only happen in a perfect worldthey really seem to be amping everything up just to give people "more," but really, only time will tell

>>6143882they have ported anomalies, multiple maps, guns/clothing, and the mutants into arma 3, and because its arma 3 they are just as janky as normal stalker. The problem is its all in russian and doesn't work with any of the really great dynamic arma 3 scenarios because the faction lists aren't formatted properly and they have shitty gatekeeping drm on the files.

>>6143894its not just this mod either, there are dozens of them and even detailed individual anomaly mods. Arma 3 is the perfect game for ultra realistic skinwalker hunting its just nobody has done it yet.

Now they are worried? Fucking assholes. I look back with nostalgia to fucking skyrim, at least the lore was intact unlike ESO, and with mods you could make it decent.

I am glad 76 was such a shit show it might force them to do something.Then again Hugo calling then game mass market and junk food really makes me feel even if they are trying to do their best, it's not a passion project.

>>6143930Is that you, Eric? I assume at least because of the the mapset.

I was just thinking about asking if I could borrow some footage for the YT channel, but if you can record something and avoid the weird bitrate issues GZDoom seems to have sometimes I would love to include some smooth operator footage in there.Good HD players are a joy to watch.

>>6143937You can take some footage from my uploaded videos if you want, but it's all kind of old at this point. Game's changed a lot since I recorded even the BTSX E1 video set to Like a Dance. I'd prefer to record something fresh. Up to you though.

>>6143076Somebody told me a guy managed to get both broken kills in a map recorded and after he did it he said something like "if I fucking die now I'm just gonna delete my channel. I'm gonna do a full Hdoom playthrough and let youtube nuke everything". I thought that was funny.

>>6143123>Frankly even simple pinkies that suddenly can't be easily immobilized by chainsaw or chaingun attacks would still affect the game considerably.Pinkies with low pain chance definitely would be more threatening than ones with high pain chance, but that wouldn't change the fact that they're health is low enough for two shotgun blasts or even a berserk fist. They'd still have to rely on numbers to be an actual major threat.

>You're really selling the importance of pain chance lowI never said it wasn't important. I even brought up the Arch-vile because it's very important in that case. I was mainly pointing out that the Baron's attack isn't very threatening in most situations, making their high pain chance only relevant in specific uses. And I was specifically targeting the Baron because they're the only monster in Doom 1 that has a low pain chance that appears semi-frequently.

>>6143982True. At the end of the day, it's all a mix of different traits that give a monster it's niche, which a good mapper should be able to capitalize on, be it giving a cyberdemon architecture to maximize the danger of their explosions, dark areas for specters, or yes, enclosed spaces for hell nobles. I just don't like the whole "lol just a big imp" comparison, because I think it sells short one of those traits.

>>6144086it's hard to get together for /vr/ community projects as is, making a pack of maps for a mod of all things, especially as one as polarizing as HD, would be nigh impossiblethat being said, you could maybe try your luck on the official HDest Discord and see if anyone is interested, or you could just make a single map and post it here for others to play, hoping that it would loose people's creative juices

>>6144207>why do so many people like itgives doom a breath of fresh air, was many people's first introduction to gameplay mods and gore is satisfying>why does /vr/ hate ita combination of "popular and new thing bad" contrarianism, spaghetti code with unused stuff that bogs down the game and the creator doing autistic shit like considering using digitized real-life gore for it.

>>6144207BD's main pull really was being a modern enough twist on a classic to pull in the casuals. It could be considered a 'gateway mod'. Regarding hate, this is where you have to make sure that you're actually talking about the actual mod, SgtMark, or the fanbase it has.

>>6144236Well yeah, he wasnt banned for the mod itself. But there are people who don't like him or his mod because of what he did that got him banned, which was encouraging (jokingly or not) a suicidal person to off themselves.

So how do you get hideous destructor working for multiplayer? Once I managed to get it working with gzdoom's peer-to-peer setup but after a while it would always be out of sync no matter how many times we restarted. I think we were using something like Radmin VPN to simulate a virtual network.

>>6144207Regarding the dislike for it, for me personally it is to do with the imbalance and sequence breaking it causes.Headshots make short work of every enemy and they’re easy to pull off consistent because most monsters aren’t jittery. The BFG ball was changed to do AOE damage which discourages close quarters combat and reinforces the misinterpretation of how it really works. Monsters can walk up steps higher than 24 units which means they have more freedom than most map authors intended. Not really Brutals fault but jump is enabled by default which again naive players may exploit. Similarly it’s hard to put any blame on Brutal but its annoying that it so harshly overshadows other mods.Influenced the faux-aggressive gameplay style of Doom4.

>>6144283>yeah just like ID software themselves its not that big of a deal.Except that the last time you posted that you couldn't prove it, and all the images were clearly not sourced from the accompanied photos.

>>6143347>>6143653>>6143887Here's a thing I've been saying for a while, including here:Doom/Quake/Duke and other oldschool shooters have exploration of the level being main means of progression through said level. You are not told what to do, and have several options of where to go and you have to explore the level. Some times you have to backtrack, and as you progress the level offers more areas for exploration.Enemies and traps are there to make expploration harder and engaging with them is entertaining, but mostly optional if you are good enough.

Doom '16 for the most part follows a different formula, where exploration is not part of the equation at all, and fights with enemies are the main course, and arena fights are the main means of progression. It only introduces some basic nonlinearity and some basic exploration in 3 levels out of 13.In that it is similar to Painkiller and Serious Sam.

Secret areas do not count for this since level progression is not tied to them while the opposite may be true.

FPS loses quite a lot of its appeal to me when it gets rid of that exploratory element, which is what modern shooters do - cinematic ones lead you from setpiece to setpiece, and in open-world ones exploration is rudimentary, extremely repetitive, and ironically, not the main means of progression.Those shooters basically throw away one of the key components that made shooters so good in the first place.

>>6144207>why people like itIt makes enemies react to player actions (i.e. shootgin them with different weapons in different ways) a visceral satisfying reaction.

>why people hate itUsually hate comes from people who understand what ELSE BD does to the game and how it does it. Or those who had encounters with the rabid fanbase (more on it later)

It uses very inefficient way to achieve hitboxes, that results in ~2 ators being spawned for every enemy on the map 10-15 times per second. Not that bad on small/vanilla maps, heavily bogs down modern maps.Results are buggy and glitchy, plus the code itself is a horrid unoptimised mess. Thing is, better ways exist, but they require math and someone to rewrite literally all of BD. Mark is unwilling to do so, and people that would've been able to put in time and effort would rather put those time and effort into their own projects.

It wrecks balance to hell. People who aren't privy into nuances of vanilla design and didnt play user maps that rely on such design are unlikely to understand what the fuss is about, but experienced players see it immediately.

There are numerous bugs that went unfixed for many years and will not be fixed ever, since the mod is not considered "finished". I can list some, but that'd be a long list.

Mark himself was a massive cunt through out the history of BD, including stealing of assets, and when asked tocredit shit making a credit txt where he just lists everything as "Made by SgtMark". Even in current version he "credits" people whose assets he's taken (and some of whom explicitly told him to not use them) as "contributors" implying that they provided their assets to his mod on their own.

>>6144207>>6144482(cont)Fanbase side: Imagine MLP-faggotry at its worst, with newcomers attempting to spread their newly acquired cancer to completely unwilling and uninterested people. Now add in same new-fans demanding from artists to draw their crappy fetishes and throwing fits when they are not catered to. This is essentially what happens in Doom community every once in a while after major BD releases. The wave of newcomers try to spread the word of "new amazing BD" as if nobody has ever heard of it, outright demand BD-compatibility from authors of other mods (in 99% cases is completely impossible since diffeent mods cant modify same actor - only the last modification of the actor counts, and BD modifies everything in one way or the other), throw fits at every opportunity, brigade down on anything negative said about BD, and overal being toxic to everyone around them. All this ever does is multiply resentment towards Mark and his infamous mod.

So anyone who comes in and asks for "unsolicited opinions on BD" (like you and those like you do every few threads) looks to us like analogue of an mlp fag, just as annoying and unwelcome.

Young adult who didnt grow up with the classics here, how should i go about rectifying that myself? Got Shadow Warrior Classic, Redneck Rampage Collection, Duke Nukem 3D Atomic, Blood Fresh Supply, Outlaws, Unreal, Hexen, Quake, SW Dark Forces and Serious Sam First Encounter on a big buying spree, which one should i tackle first?

>>6144489some might say that it would be wise to play them by release date, so you can see how things evolved, but if that doesn't sound enticing, just play whatever seems most interesting first, and if you don't like it, move on

If you don't care for /vr/ boundaries, add other Unreal and Q3 engine games to that list, including Return to Castle Wolfenstein, wich is in my opinion the last mainstream FPS with some oldschool DNA left in it.Also Wheel of Time if you like Heretic/Hexen and Unreal. Jedi Outcast/Academy while not strictly FPS are quite good and follow most of the oldschool FPS principles.

>>6144505>aside from Croteam (Serious Sam) none of the original creators will get those money, anon

Got most of them on GOG just for convenienceWhat is the release order, then? Just know Serious Sam is the last (because it looks nicer)? What about DLCs, are some not recommended? I wont dab much into modding at first

>>6144509googling each one will give you their release date so you can write it down in a text editor or something for future referenceI wouldn't say expansion packs are absolutely necessary, but if you really like a game that happens to have any, then play them, but if you just want to move on to the next game then that's finethat said, some expansions blow assDuke3D has some real stinkers, some don't like RTNP for Unreal, and one of the Quake expacs (the one with lava nailguns) isn't as good as the other.

>>6144268>which was encouraging (jokingly or not) a suicidal person to off themselves.Was the suicidal person a huge faggot? Context matters a lot in these scenarios.

>>6144482>including stealing of assets, and when asked tocredit shit making a credit txt where he just lists everything as "Made by SgtMark". Even in current version he "credits" people whose assets he's taken (and some of whom explicitly told him to not use them) as "contributors" implying that they provided their assets to his mod on their own.Damn, he sounds like scum.

>can't draw>can't script>can't mapWhy the fuck am I torturing myself with this again? If I had a single entity I could use and animate that I would, but that's just not fucking possible so I have to do it the only way that's avalible: the torturous route involving a blot that won't fucking thrust downward, nor animate easily, overlaid ontop of a scripted marine and fucked around with scripts until it fucking sat where it was supposed to; then I have to fucking tell it to start moving in later scenes. Fucking hell. So the state absolutely does float above hell itself.

>>6144706This seems like the most plausible base to work with in terms of how an Employer would visually translate to doom; Bits of skeletal structure are only sometimes rendered when actively being used like facial flexes. Not my art, obviously.

since Brutal Doom is being shat on (and rightfully so), what does everyone think of JohnnyDoom? it's basically Brutal Doom but it has a bunch of features/fixes that makes the mod more fun IMO. the exploding headshot and mastermind chaingun powerups are the best

>>6144742Doom came out in late 1993, and editing utilities didn't exactly grow on trees (the software iD made the levels on was written in NEXSTeP, so it's not like they could just give that to people, it'd be useless), so what crude level editors and node builders which were available in 1994 had a lot of limitations (DeepSea was shareware, you could only use so many linedefs/sectors in your map before it told you to buy the registered version). In particular, many nodebuilders were garbage, they had really shitty margins, the map could come out all fucked up if nodes were too close or linedefs were too close, there's lots of stuff we take for granted today with the reliability and userfriendliness of Doom Builder and modern nodebuilders.>draw up map>save it>put nodebuilder to work>takes 4 hours>oops the nodebuilder derped and now your map is fucked upYou don't get that today.

So the tools weren't really all that there yet, but also people were still experimenting a lot with what worked and what didn't. Remember, there wasn't really any big scene anywhere for people to make their own worlds for a full fledged 3D action game like this, this was really new ground still. If you look at Memento Mori, that was a big deal at the time, but if you play it now, you'll notice a lot of the maps are actually pretty garbage, but by the standards of the time this was considered to be decent, mind they actually rejected submissions for not being up to their par, which should tell you a lot. Memento Mori 2 came out just 7 months later but the people involved were way more experienced and had way better ideas.

>>6144841>If you look at Memento Mori, that was a big deal at the time, but if you play it now, you'll notice a lot of the maps are actually pretty garbageI think its mostly on-par with TNT, personally. Some decent-good stuff, with some meh-bad stuff. I think MM1's bad maps are probably a tad more noticeable than TNTs, because they're more spread-out, where as TNT mainly has them in the final third with Metal being an outlier.

>>6144991Yes; seeing as the building isn't entirely inside it's going to have some shading things going on.This is the closest I can get to an actual employer; and even this is a bitch considering I need to mock up some movement; I don't want them to be fully static; and all that has to be done by scripts; but I am clueless retard at decorate+scripting so that's a nightmare outta my wheelhouse.

>>6145026I think it's funnier that way; as if the demons just scrawled it onto the blade after reading it as if it was some sort of historic text of a warrior akin to the doomguy, not knowing it's just a shitpost

>>6143504I might as well use pastebin, because there is a fuckton of ideas on my mind. Also, it's kinda funny that you've mentioned movement system, since it is actually number 1 on my list of things that I'd work on.

Checked out a gameplay mod called Slayer's Rampage and it has a textbook example of my complaint with gameplay. It has a minigun with a primary fire that starts shooting right away but is kind of slow and an alt fire where it has to spool up but is way faster. Sounds nice and all, but it also has a heavy machine gun that uses the same ammo plus it has an underbarrel rocket launcher for the alt fire. There's practically no reason to not use the machine gun over the minigun, especially since the mod's shotgun comes with an underbarrel grenade launcher that uses the same ammo for the rocket launcher, meaning any shotgunner I kill is more ammo for the rocket launcher.

>>6143045I actually liked Doom 4, if only they dropped the doors locking, enemies spawn, doors unlock when you defeat them in an arena kind of level design and the maps were a bit more open with enemies roaming around, it would be pretty much perfect in my eyes. I don't even wish the levels were more maze like than in the old games because I realize that shit wouldn't fly today.

>>6145356Don't get me wrong, I would love big levels as well, it's just that it's not realistic because they need to account for console limitations, and also today's gamers who are the majority of the purchasing power don't like getting lost exploring big levels, they just want to shoot at the bad guys.

>>6144228isn't he unbanned in doomworld?i remember him saying he liked the new doom movie>>6144207badly designed and coded, despite its popularitybut most criticisms on its actual flaws were hidden under less interesting takes, whether it's jealousy, purists or forum drama, anything that works as an arguement of the mod being grap was barely heardbrutal doom's popularity makes more sense considering the state of the doom series, modern first person shooters and how doom's identity was almost modified by memes and pop cultureit's probably why decino's content is popular, because when a series is taken at surface value, stuff they should have known about the games feels like a secret to themso many misconceptions and rumors exist about doom, even those that complain about them are responsible by some of it

>>6145425>isn't he unbanned in doomworldDoomworld is the only Doom-oriented place he isn't banned, but any time he tried his usual shit, ity got quickly thrown straight into post hell (when it was still a thing), so he quickly miograted to his fecesbook, and only occasionally shows up on DW.

>>6145291You can't make a flat surface look like metal by itself. To make something look like metal you need a structure and a (implied) light source, and then adjust your shades and highlights. If you know blender, use the principled bsdf shader with metallicness set to 0 or max on various random objects with the camera at various angles to get a sense of how the light works on metallic and non-metallic surfaces.

>Nearly dies from decompression in the MANUAL. Also gets ship blown up a few moments later>Gets kidnapped by Yandere/Tsundere AI multiple times.>Memories might be fake, might not even have human rights.>Also mocked and toyed with by said AI constantly>Only AI that doesn't try to screw him over gets deleted in front of him.>Exploited by literally everyone for his one man army capabilities.>Slowly goes insane throughout the trilogy, as his ability to inflict death on a mass scale makes him question his own humanity.>Has to mercy kill the now-sane Tsundere AI, immediately gets teleported to an alien prison for a month, where he was tortured horrifically.>Is offered a way out of the war, but circumstances make it so that he can't because he's the last hope for the human resistance>Never given any breaks.>Having to march through a fuckload of alternate timelines in order to stop a Chaos God>Forced to kill his allies by an evil AI.>Human side is desperately wrestling with his cybernetic murder instincts and losing.>Basically destined to battle evil for eternity.>Wrought with guilt over his failure to save the inhabitants of the Tau Ceti colony from what amounted to Exterminatus.>Possibly remembers all of his deaths.

>>6145653I try to play from start to finish with no saves, but sometimes a level is just way too long or I'm sick of constantly retrying to I'll save before a trap I already know is there. It's all arbitrary, but I try not to make more than 1 save per level.

Is it just me or are the quake jams getting worse? So many of the halloween and xmas jams' maps focused way too much on visuals, with linear and overly scripted gameplay. I think AD is the culprit. The mod is good, but it gives people the tools to do evil. Kind of like how zdoom maps are usually worse than vanilla/boom maps because people misuse all the new possibilities.

>>6145846Not that anon, but:https://www.giantbomb.com/60-fps-on-consoles/3015-3223/TL;DR: Consoles like the SNES were designed for 60fps, but could not always maintain it due to the variability of strain being placed on the hardware often causing framerate dips. Its funny you mentioned the SNES though, since it can be notorious for fps slowdown in a multitude of games, especially compared to similar ports on other consoles. The PC-E/TG16, NeoGeo, or even Genesis would have been better examples.Games that hardlocked at 30 were, in many cases, much more consistent and had less slowdown due to that "buffer window" if you will.

>>6145842>>6145840Hey guy who posted that, I'm not pistol startfag, I just think that most gameplay mods get too OP and real boring real quick if you don't. Like people were sayinga last thread, a lot of gameplay mods are poor at balancing

>>6145862The idea is that many mappers balance their maps for pistol start, since vanilla doom would pistol start you as punishment for dying. Therefore, it makes sense for mappers to be prepared for that and not force the player to have to restart the entire game.Some people take it to an extreme though with their no-true-scotsman interpretation of that philosophy, though.

>>6145867Yeah, I've seen a lot of people interpret "pistol start balance" as "must be played through pistol starts" which is rarely the case. Most good mapsets are generally designed so that both pistol starts and continuous are balanced and valid playstyles. Its true that some mapsets don't take continuous balance into account, like the Community Chest style ones. But generally if a mapper absolutely demands that the player not carryover gear from previous levels, they'd usually include death exits.

>>6145963Being a NEET has its benefits.>>6145903It was still a very abstract game, like Doom. Could trees even grow in an underwater dome? Hexen had a more realistic style so they added stuff like trees, shrubs, mushrooms, and so on.

>Be a pussy all my life and played Quake on Normal>Say fuck it and decide to play nightmare>mfw two shamblers in map 3No game kicks my shit in like Quake. I can deal with Blood's bullshit but not this.

>>6146268Nightmare is honestly a joke difficulty, it just changes enemies into immobile turrets that don't stop shooting. Definitely a less interesting and varied experience than the other difficulties.If you care about having challenging but fun time with the game rather than increasing the volume of your phantom penis then just play on hard.

Is there a way to get rid of the textures on either side of the status bar? The most I've been able to do is stretch the bar so big that it touches the sides of the screen, but then it takes up like a 5th of my viewing space

>>6146530Nevermind, I figured it out. It's loose bullets versus bullets in the current mag. Next question: how do I specifically use a blue potion or a medkit? I have both but I always default to bandages.

>>6146470Did you disable the smooth monsters feature from the script or not? I had the same issue when I did that, same with the archvile's death sprite being messed up. I found the easiest way to fix it was to just delete the folders with their sprites in the pk3

>>6145336Now, I've never played Sigil, so I dunno how accurate this post is regarding available controls, but I do feel it necessary to point out that Romero's preferred control scheme for Doom was wasd+horizontal mouselook, just saying.

>>6143407From best to worst.>DuskSlow first episode, amazing second and third. Could do with more unique weapons, but it handles what it has very well.>Amid EvilGreat weapons, enemies and fun levels. Really made me feel that sense of curiosity at what weapon or enemy I'd encounter next.>Shadow Warrior RemakeInteresting story with great character development. Cool levels, great weapons, but lack of enemy variety and kinda short.>Ion FuryBad one-liners and chugs like a bitch when it really shouldn't be. A lot of the levels feel like they're just 'missing' something. It's nowhere near as good as the original Build games in level design, tone or weapons, but it's still fun.>HedonPAID MOD LMAO>Shadow Warrior 2Throws out all the plot advancement and character development from one for proctrash and Borderlands style gayplay. It sucks.

>>6146642However, you said "specifically" bring up blue potions or medkits, so I'm assuming you might be asking if there are quick-access keybinds to themIf that's the case, just check the keyconf settings in the menu and see if there are anyPretty sure the medkit has one, don't know about the potion

>>6146670I'm just taking the piss. I personally find Hedon to do nothing that Doom mods have not already done better, so it's not really something that interests me. Didn't want to go into detail because text towers look like shit.

>>6146691The general work is impressive and I like what is going for but certain sections make Hexen look like child play.The lore is cool but I don't like how os a requirement to read all of the pieces in order to proceed. The artstyle is kinda off,a lot of the sprites are great but then it's difficult to take it seriously when the orks look like that.

>>6145867There's some ways that pistol start is easier though.Look at E4M1 and E4M2, you always start E4M1 blank obviously, but on UV it's a pretty damn tough map (which I love), and it really chokes you on resources and stacks encounters against you, it's plausible for even an experience player to go into the next map with less than 100% health (probably way less), barely any pistol bullets, plausibly an empty shotgun, and maybe a rocket or two (or none, depending on how happy you are with killing barons), no armor.Compare to then just pistol starting E4M2, you're garuanteed 50 bullets and 100% health, and some will argue that it's actually a much easier transition.

The one thing you can best argue is that the original three episode, which are easy playing continuously on UV, actually do offer a bit more of a challenge if playing each level pistol start, and that's fair, but beyond that I think it's mostly just subjective tastes.

https://www.youtube.com/watch?v=NUVXPb9OVMMHow does this guy do it? I always get shredded by either the Archvile or Mastermind while waiting for the lift to go back up. The entire beginning feels so luck-based. If you get bad rolls, you die before being able to do anything.

>>6146629>Cool levels, great weaponsDid we play the same game? All I remember of the levels are the backdrops since the layout is standard arena shooter fare, and the weapons suck so much dick they make the game not a FPS but rather a mediocre melee hack and slash that occasionally gives you enough ammo to use a gun, which you then save to use on environmental hazards because otherwise the amount of shots to take a single enemy out is ridiculous.

Everyone should check out Alfonzone.https://www.doomworld.com/forum/topic/98003-the-alfonzone/It's a GZDoom mappack of 50 levels that focus on using the features of GZDoom conservatively, only using the features if it would enhance the level rather than using everything. It's pretty fun, the first episode is good for Hideous Destructor but the second definitely isn't.

Has anyone considered making a Vanilla friendly version of Final Doomer? I like the idea behind it, but a lot of the gamelay additions/changes seem like they're too non-vanilla for what are traditionally Vanilla mapsets

>>6147061>The upgrade menu is still thereGod that was one thing I saw universally disliked by critics back when it came out. Being forced to run around looking for upgrade boxes because they give REALLY FUCKING GOOD UPGRADES completely kills the game's momentum.

>>6146890Can vouch for it. I played through it and used it as a testing ground for mod development, because each ep was short and fun, and there was plenty of just really different scenarios for me to test and then account for and consider for my project.

>>6146986You mean running around at walking speed from arena to arena, getting the siege mod, upgrading it in two seconds and breaking the entire game, and warping back and forth from like, 2 locations?

>>6147127I mean giving the finger to having a major narrative and just being able to explore maps while killing things.Was it perfect? No, but it wasn't a bogged down by cutscenes depicting stupid characters who look like they escaped from a Gears of War game.

Oh I see some cool references there. Kinda makes me wonder they rather be doing something other than World of Doomcraft.

So Nuke DukemSystem SHockHalf LifeDeus ExWolfensteinRage for some reasonQuakePrey for some, i still hate how fucking incompetent Arkane were at trying to resurrect looking glass type games.DoomFallout probably cause bethesda

The second pic is more maymay.Is that a Berserk reference? Very likely.

>>6147552>dude it’s so epic you get to TEH F0R7R355 0F D00M and mind control a demon and collect giant tokens and freeze enemies and turn them into RGB pinatas and there’s also a funny dopefish referencefuck off

>>6147596Not him, but the new artstyle, endless vomit of obnoxious bright colours, weird 180 on the attitude towards story, bizarre Doomguy "crib" with gaming battlestation and slower glory kills have all mostly killed my interest in this game.It feels like a bunch of 14 year old kids were told they could redesign Doom 4.I also think the new praetor suit looks horrible, but at least there's a classic Doomguy armour available.

is there any advantage to not use free aim with smooth doom? i feel like free aim makes the game more challenging because you have to aim along the vertical axis as well, but you also get to look down and easily snipe enemies.

>>6147623So everything to do with functional aesthetic choices, having cutscenes that serve a purpose in the story that you can skip, a HUB map that isn't just a junction of maps that are progressively unlocked, and making the game take place beyond boring techbases and molten, orange rock passages is what kills it for you?

Look, I'm not about the>be excited for new producttrain of thought, but so far none of the complaints I've read are anything worthy of any real concern. Some people, I suppose.

in my gay and retarded opinion, this weapon simply doesn't fit Doom. The sword is even worse, but that's been talked about to death already. I also hope you can turn off the sides of the screen turning red when you get hit.

It took me a long time to figure out what I didn't like about many of the environments we've seen in Eternal, but I think it's because they look like maps taken out of semi-cartoony fantasy mobas like league of legends or something.

>>6147686The hellish environments look like nothing out of either of those two games you mentioned.

>>6147676I always considered Quake 4 the better game on the engine, and it was amusing to read comparison articles calling Doom 3 the more innovative one on the tech front out of the two due to its overuse of cramped environments to show off the features more.

>>6147698Not him but I remember thinking that Rage 2's shooting and movement mechanics kind of served as a """preview""" of Eternal's. Not exactly the same by any means, but judging from what it looks like in Eternal, it looks similar.

Also side note, the shooting and movement in Rage 2 was vastly superior to the driving mechanics

>>6147623>slower glory killsReally??? They already slow down your movement too much, once you've seen them a few times they get old. Its such a stupid gimmick meant to wow people in the honeymoon phase of a new game. I hope they add an option to turn them off and allow you to do a simple melee attack to get the benefits.

>>6147680Same. I'm sure some people are genuinely going to love it, but I think a lot of people are just excited because new Doom game and the general meh-ness hasn't sunk in yet.That interview with Hugo a week or so ago actually gave me hope because he actually sounded passionate and talked like he knew how to make a fantastic game, but the preview proves he was full of hot air.

>>6147825I really don't see where in his statements he was hyping it up to be anything that nobody hadn't seen before. Things like the enemies being deadlier, the story being playing more of a part but being presented in a way so that it can be easily ditched to focus more on the game itself, the environments being more varied, it's all there.

And I don't think the "meh"ness you talk about will ever make itself present in the minds of anyone. The game is all about the combat and the map design, they've showcased a small chunk of that and people responded well to it. I fail to see where in the equation is there a fault.

>>6147847The environments of Eternal aren't even that colorful, really. As i've personally found through all the shitposting after the embargo lift, it's entirely bitching about all the item pickups and the HUD, and occasionally someone thinking the monsters are too colorful too.

>>6147678Doom as a series always had a limited universe but even 3 felt safe compared to the reboot gamesI mean, expanding gameplay or coming up with some things in that area or designs is already some form of "expanding Doom"But actual lore and stuff beyond the simple story feels like id should try a new series for once